From: Józef Kucia jkucia@codeweavers.com
This test is for commit 74fbfee61101901666069f1f7e868e0205266c10.
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- tests/d3d12.c | 189 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 189 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c index 79bca28003dd..9a17a713ada3 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -14727,6 +14727,194 @@ static void test_update_compute_descriptor_tables(void) destroy_test_context(&context); }
+static void test_update_descriptor_tables_after_root_signature_change(void) +{ + ID3D12RootSignature *root_signature, *root_signature2; + ID3D12PipelineState *pipeline_state, *pipeline_state2; + ID3D12DescriptorHeap *heap, *sampler_heap, *heaps[2]; + D3D12_ROOT_SIGNATURE_DESC root_signature_desc; + D3D12_DESCRIPTOR_RANGE descriptor_range[4]; + D3D12_ROOT_PARAMETER root_parameters[3]; + ID3D12GraphicsCommandList *command_list; + D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; + unsigned int i, descriptor_size; + D3D12_SAMPLER_DESC sampler_desc; + struct test_context_desc desc; + ID3D12Resource *textures[2]; + D3D12_SUBRESOURCE_DATA data; + struct test_context context; + ID3D12CommandQueue *queue; + HRESULT hr; + + static const DWORD ps_code[] = + { +#if 0 + Texture2D t; + SamplerState s; + + float4 main(float4 position : SV_POSITION) : SV_Target + { + float2 p; + + p.x = position.x / 32.0f; + p.y = position.y / 32.0f; + return t.Sample(s, p); + } +#endif + 0x43425844, 0x7a0c3929, 0x75ff3ca4, 0xccb318b2, 0xe6965b4c, 0x00000001, 0x00000140, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000a4, 0x00000050, + 0x00000029, 0x0100086a, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, + 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, + 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, + 0x3d000000, 0x3d000000, 0x00000000, 0x00000000, 0x8b000045, 0x800000c2, 0x00155543, 0x001020f2, + 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + static const unsigned int texture_data[] = {0xff00ff00, 0xff0000ff}; + + memset(&desc, 0, sizeof(desc)); + desc.no_root_signature = true; + if (!init_test_context(&context, &desc)) + return; + command_list = context.list; + queue = context.queue; + + descriptor_range[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descriptor_range[0].NumDescriptors = 2; + descriptor_range[0].BaseShaderRegister = 0; + descriptor_range[0].RegisterSpace = 0; + descriptor_range[0].OffsetInDescriptorsFromTableStart = 0; + root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + root_parameters[0].DescriptorTable.NumDescriptorRanges = 1; + root_parameters[0].DescriptorTable.pDescriptorRanges = &descriptor_range[0]; + root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + descriptor_range[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER; + descriptor_range[1].NumDescriptors = 1; + descriptor_range[1].BaseShaderRegister = 0; + descriptor_range[1].RegisterSpace = 0; + descriptor_range[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + root_parameters[1].DescriptorTable.NumDescriptorRanges = 1; + root_parameters[1].DescriptorTable.pDescriptorRanges = &descriptor_range[1]; + root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + descriptor_range[2].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descriptor_range[2].NumDescriptors = 2; + descriptor_range[2].BaseShaderRegister = 2; + descriptor_range[2].RegisterSpace = 0; + descriptor_range[2].OffsetInDescriptorsFromTableStart = 0; + descriptor_range[3].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; + descriptor_range[3].NumDescriptors = 1; + descriptor_range[3].BaseShaderRegister = 0; + descriptor_range[3].RegisterSpace = 0; + descriptor_range[3].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + root_parameters[2].DescriptorTable.NumDescriptorRanges = 2; + root_parameters[2].DescriptorTable.pDescriptorRanges = &descriptor_range[2]; + root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + memset(&root_signature_desc, 0, sizeof(root_signature_desc)); + root_signature_desc.NumParameters = ARRAY_SIZE(root_parameters); + root_signature_desc.pParameters = root_parameters; + hr = create_root_signature(context.device, &root_signature_desc, &root_signature); + ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr); + root_signature_desc.NumParameters = ARRAY_SIZE(root_parameters) - 1; + hr = create_root_signature(context.device, &root_signature_desc, &root_signature2); + ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr); + + pipeline_state = create_pipeline_state(context.device, + root_signature, context.render_target_desc.Format, NULL, &ps, NULL); + pipeline_state2 = create_pipeline_state(context.device, + root_signature2, context.render_target_desc.Format, NULL, &ps, NULL); + + heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 6); + sampler_heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 1); + + memset(&sampler_desc, 0, sizeof(sampler_desc)); + sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; + sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + ID3D12Device_CreateSampler(context.device, &sampler_desc, get_cpu_descriptor_handle(&context, sampler_heap, 0)); + + descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(context.device, + D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); + + for (i = 0; i < ARRAY_SIZE(textures); ++i) + { + textures[i] = create_default_texture(context.device, + 1, 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D12_RESOURCE_STATE_COPY_DEST); + data.pData = &texture_data[i]; + data.RowPitch = sizeof(texture_data[i]); + data.SlicePitch = data.RowPitch; + upload_texture_data(textures[i], &data, 1, queue, command_list); + reset_command_list(command_list, context.allocator); + } + + cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap); + for (i = 0; i < ARRAY_SIZE(textures); ++i) + { + transition_resource_state(command_list, textures[i], + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + ID3D12Device_CreateShaderResourceView(context.device, textures[i], NULL, cpu_handle); + cpu_handle.ptr += descriptor_size; + } + for (; i < 6; ++i) + { + ID3D12Device_CreateShaderResourceView(context.device, textures[1], NULL, cpu_handle); + cpu_handle.ptr += descriptor_size; + } + + heaps[0] = heap; heaps[1] = sampler_heap; + ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, ARRAY_SIZE(heaps), heaps); + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, root_signature); + ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state); + + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, + get_gpu_descriptor_handle(&context, heap, 0)); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 1, + ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(sampler_heap)); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 2, + get_gpu_descriptor_handle(&context, heap, 2)); + + ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state2); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, root_signature2); + + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, + get_gpu_descriptor_handle(&context, heap, 0)); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 1, + ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(sampler_heap)); + + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0); + + ID3D12PipelineState_Release(pipeline_state); + ID3D12PipelineState_Release(pipeline_state2); + ID3D12RootSignature_Release(root_signature); + ID3D12RootSignature_Release(root_signature2); + for (i = 0; i < ARRAY_SIZE(textures); ++i) + ID3D12Resource_Release(textures[i]); + ID3D12DescriptorHeap_Release(heap); + ID3D12DescriptorHeap_Release(sampler_heap); + destroy_test_context(&context); +} + static void test_copy_descriptors(void) { struct data @@ -27204,6 +27392,7 @@ START_TEST(d3d12) run_test(test_update_descriptor_tables); run_test(test_update_descriptor_heap_after_closing_command_list); run_test(test_update_compute_descriptor_tables); + run_test(test_update_descriptor_tables_after_root_signature_change); run_test(test_copy_descriptors); run_test(test_copy_descriptors_range_sizes); run_test(test_descriptors_visibility);